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# Colors
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*Note that the Documentation does not display colour the way it would look on the screen.*
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Color can be a very useful tool for your game. It can be used to increase readability and make your
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game more appealing visually.
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Remember however that, with the exception of the webclient, you generally don't control the client
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used to connect to the game. There is, for example, one special tag meaning "yellow". But exactly
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*which* hue of yellow is actually displayed on the user's screen depends on the settings of their
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particular mud client. They could even swap the colours around or turn them off altogether if so
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desired. Some clients don't even support color - text games are also played with special reading
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equipment by people who are blind or have otherwise diminished eyesight.
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So a good rule of thumb is to use colour to enhance your game but don't *rely* on it to display
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critical information. If you are coding the game, you can add functionality to let users disable
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colours as they please, as described [here](../Howtos/Manually-Configuring-Color.md).
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To see which colours your client support, use the default `@color` command. This will list all
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available colours for ANSI and Xterm256 along with the codes you use for them. You can find a list
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of all the parsed `ANSI`-colour codes in `evennia/utils/ansi.py`.
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## ANSI colours
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Evennia supports the `ANSI` standard for text. This is by far the most supported MUD-color standard,
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available in all but the most ancient mud clients. The ANSI colours are **r**ed, **g**reen,
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**y**ellow, **b**lue, **m**agenta, **c**yan, **w**hite and black. They are abbreviated by their
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first letter except for black which is abbreviated with the letter **x**. In ANSI there are "bright"
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and "normal" (darker) versions of each color, adding up to a total of 16 colours to use for
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foreground text. There are also 8 "background" colours. These have no bright alternative in ANSI
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(but Evennia uses the [Xterm256](#xterm256-colours) extension behind the scenes to offer
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them anyway).
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To colour your text you put special tags in it. Evennia will parse these and convert them to the
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correct markup for the client used. If the user's client/console/display supports ANSI colour, they
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will see the text in the specified colour, otherwise the tags will be stripped (uncolored text).
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This works also for non-terminal clients, such as the webclient. For the webclient, Evennia will
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translate the codes to HTML RGB colors.
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Here is an example of the tags in action:
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|rThis text is bright red.|n This is normal text.
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|RThis is a dark red text.|n This is normal text.
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|[rThis text has red background.|n This is normal text.
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|b|[yThis is bright blue text on yellow background.|n This is normal text.
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- `|n` - this tag will turn off all color formatting, including background colors.
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- `|#`- markup marks the start of foreground color. The case defines if the text is "bright" or
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"normal". So `|g` is a bright green and `|G` is "normal" (darker) green.
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- `|[#` is used to add a background colour to the text. The case again specifies if it is "bright"
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or "normal", so `|[c` starts a bright cyan background and `|[C` a darker cyan background.
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- `|!#` is used to add foreground color without any enforced brightness/normal information.
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These are normal-intensity and are thus always given as uppercase, such as
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`|!R` for red. The difference between e.g. `|!R` and `|R` is that
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`|!R` will "inherit" the brightness setting from previously set color tags, whereas `|R` will
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always reset to the normal-intensity red. The `|#` format contains an implicit `|h`/`|H` tag in it:
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disabling highlighting when switching to a normal color, and enabling it for bright ones. So `|btest
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|!Rtest2` will result in a bright red `test2` since the brightness setting from `|b` "bleeds over".
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You could use this to for example quickly switch the intensity of a multitude of color tags. There
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is no background-color equivalent to `|!` style tags.
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- `|h` is used to make any following foreground ANSI colors bright (it has no effect on Xterm
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colors). This is only relevant to use with `|!` type tags and will be valid until the next `|n`,
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`|H` or normal (upper-case) `|#` tag. This tag will never affect background colors, those have to be
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set bright/normal explicitly. Technically, `|h|!G` is identical to `|g`.
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- `|H` negates the effects `|h` and returns all ANSI foreground colors (`|!` and `|` types) to
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'normal' intensity. It has no effect on background and Xterm colors.
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> Note: The ANSI standard does not actually support bright backgrounds like `|[r` - the standard
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only supports "normal" intensity backgrounds. To get around this Evennia instead implements these
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as [Xterm256 colours](#xterm256-colours) behind the scenes. If the client does not support
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Xterm256 the ANSI colors will be used instead and there will be no visible difference between using
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upper- and lower-case background tags.
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If you want to display an ANSI marker as output text (without having any effect), you need to escape
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it by preceding its `|` with another `|`:
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```
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say The ||r ANSI marker changes text color to bright red.
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```
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This will output the raw `|r` without any color change. This can also be necessary if you are doing
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ansi art that uses `|` with a letter directly following it.
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Use the command
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@color ansi
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to get a list of all supported ANSI colours and the tags used to produce them.
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A few additional ANSI codes are supported:
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- `|/` A line break. You cannot put the normal Python `\n` line breaks in text entered inside the
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game (Evennia will filter this for security reasons). This is what you use instead: use the `|/`
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marker to format text with line breaks from the game command line.
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- `` This will translate into a `TAB` character. This will not always show (or show differently) to
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the client since it depends on their local settings. It's often better to use multiple spaces.
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- `|_` This is a space. You can usually use the normal space character, but if the space is *at the
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end of the line*, Evennia will likely crop it. This tag will not be cropped but always result in a
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space.
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- `|*` This will invert the current text/background colours. Can be useful to mark things (but see
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below).
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### Caveats of `|*`
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The `|*` tag (inverse video) is an old ANSI standard and should usually not be used for more than to
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mark short snippets of text. If combined with other tags it comes with a series of potentially
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confusing behaviors:
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* The `|*` tag will only work once in a row:, ie: after using it once it won't have an effect again
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until you declare another tag. This is an example:
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```
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Normal text, |*reversed text|*, still reversed text.
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```
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that is, it will not reverse to normal at the second `|*`. You need to reset it manually:
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```
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Normal text, |*reversed text|n, normal again.
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```
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* The `|*` tag does not take "bright" colors into account:
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```
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|RNormal red, |hnow brightened. |*BG is normal red.
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```
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So `|*` only considers the 'true' foreground color, ignoring any highlighting. Think of the bright
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state (`|h`) as something like like `<strong>` in HTML: it modifies the _appearance_ of a normal
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foreground color to match its bright counterpart, without changing its normal color.
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* Finally, after a `|*`, if the previous background was set to a dark color (via `|[`), `|!#`) will
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actually change the background color instead of the foreground:
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```
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|*reversed text |!R now BG is red.
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```
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For a detailed explanation of these caveats, see the [Understanding Color Tags](Understanding-Color-
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Tags) tutorial. But most of the time you might be better off to simply avoid `|*` and mark your text
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manually instead.
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### Xterm256 Colours
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The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background.
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While this offers many more possibilities than traditional ANSI colours, be wary that too many text
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colors will be confusing to the eye. Also, not all clients support Xterm256 - these will instead see
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the closest equivalent ANSI color. You can mix Xterm256 tags with ANSI tags as you please.
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|555 This is pure white text.|n This is normal text.
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|230 This is olive green text.
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|[300 This text has a dark red background.
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|005|[054 This is dark blue text on a bright cyan background.
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|=a This is a greyscale value, equal to black.
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|=m This is a greyscale value, midway between white and black.
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|=z This is a greyscale value, equal to white.
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|[=m This is a background greyscale value.
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- `|###` - markup consists of three digits, each an integer from 0 to 5. The three digits describe
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the amount of **r**ed, **g**reen and **b**lue (RGB) components used in the colour. So `|500` means
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maximum red and none of the other colours - the result is a bright red. `|520` is red with a touch
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of green - the result is orange. As opposed to ANSI colors, Xterm256 syntax does not worry about
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bright/normal intensity, a brighter (lighter) color is just achieved by upping all RGB values with
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the same amount.
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- `|[###` - this works the same way but produces a coloured background.
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- `|=#` - markup produces the xterm256 gray scale tones, where `#` is a letter from `a` (black) to
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`z` (white). This offers many more nuances of gray than the normal `|###` markup (which only has
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four gray tones between solid black and white (`|000`, `|111`, `|222`, `|333` and `|444`)).
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- `|[=#` - this works in the same way but produces background gray scale tones.
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If you have a client that supports Xterm256, you can use
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@color xterm256
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to get a table of all the 256 colours and the codes that produce them. If the table looks broken up
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into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement.
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You can use the `@options` command to see if xterm256 is active for you. This depends on if your
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client told Evennia what it supports - if not, and you know what your client supports, you may have
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to activate some features manually.
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## More reading
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There is an [Understanding Color Tags](../Howtos/Understanding-Color-Tags.md) tutorial which expands on the
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use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
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